Final Specs: 2565 tris 2 512 Diffuse 1 512 Alpha I started this a while back and decided to finish it up! Just need to pose it and I can count it as an asset for my portfolio. Thank you for looking. Crits/Comments welcome! <3
I think once i add some high frequency detail in photoshop plus the diffuse it wont be as obvious. At least not with my tests so far. Just checked out your cathedral tiles cdevens they are ace, it looks like the specular really makes the difference?
It was a bit of an odd question, but you know how it is when something is confusing and you just can't figure it out. I've got the great result I wanted by simply RTT as usual with the Default Scanline with Lighting and Shadows checked and then multiplying an AO over the diffuse in Photoshop.
You're probably right about the color, are you using smooth preview? Again, it's the legacy viewport in the final stages of life. If you're only using it for the shading, why not use a custom blinn or lambert in VP2.0 with a darker diffuse, or turn off color management and use the default?
Yup. $blendtintbybasealpha will let you tint the color of the model based on the alpha map in the diffuse. That's how they tinted the cars randomly in L4D2. I'm not sure that it's programmed into TF2's FGD file to be able to tint environment models per model in Hammer like L4D2 is though.
One last quick update for today. Got plenty of work to do this week, so I might have to leave this for a few days. I'll be back on it as soon as I can though. Just been working on the diffuse today and adding a few details to the normal map.
Haha I'm liking your fat spyro :D Your lighting is really lacking in this piece, personally I prefer the zbrush capture as of now. Your colors are washed out and the spec/gloss isn't there. Try saturing your diffuse or using a different hdri. @Mr_Odd
ok , i see a tuto i found it in polycount wiki .. he use many texture on one object brick1.tga brick2.tg ...... brick4.tga so when i want to export my object to udk @_@ .. udk give one diffuse no 4 :(
Here is what it looks like now that it has been grunged up. Next ill probrably make the normals if it looks good with the diffuse the way it is now. I think the rebar that is stiking out needs a little bit of detail. What do you guys think?
Just keep the diffuse, I cant imagine normal maps being crucial for such a tiny asset like this though. Shouldn't really spend too much time on the small things. But i don't know what scale this intends to be so I may be wrong *shrugs*